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4fb854e261
git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3727 fc73d0e0-1445-4013-8a0c-d673dee63da5
785 lines
19 KiB
C
785 lines
19 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the included (GNU.txt) GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "quakedef.h"
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#ifdef PSET_CLASSIC
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#include "glquake.h"
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#include "shader.h"
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#include "renderque.h"
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void D_DrawParticleTrans (vec3_t porg, float palpha, float pscale, unsigned int pcolour, blendmode_t blendmode);
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typedef enum {
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DODGY,
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ROCKET_TRAIL,
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ALT_ROCKET_TRAIL,
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BLOOD_TRAIL,
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GRENADE_TRAIL,
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BIG_BLOOD_TRAIL,
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TRACER1_TRAIL,
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TRACER2_TRAIL,
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VOOR_TRAIL,
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BLOBEXPLOSION_POINT,
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LAVASPLASH_POINT,
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EXPLOSION_POINT,
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TELEPORTSPLASH_POINT,
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EFFECTTYPE_MAX
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} effect_type_t;
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typedef struct cparticle_s
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{
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avec3_t org;
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float die;
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avec3_t vel;
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float ramp;
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enum
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{
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pt_static,
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pt_fire,
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pt_explode,
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pt_explode2,
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pt_blob,
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pt_blob2,
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pt_grav,
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pt_slowgrav
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} type;
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unsigned char color;
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struct cparticle_s *next;
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} cparticle_t;
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#define DEFAULT_NUM_PARTICLES 2048
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#define ABSOLUTE_MIN_PARTICLES 512
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#define ABSOLUTE_MAX_PARTICLES 8192
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static int r_numparticles;
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static cparticle_t *particles, *active_particles, *free_particles;
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static int ramp1[8] = {0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61};
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static int ramp2[8] = {0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66};
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static int ramp3[8] = {0x6d, 0x6b, 6, 5, 4, 3};
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#define BUFFERVERTS 2048*3
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static vecV_t classicverts[BUFFERVERTS];
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static union c
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{
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byte_vec4_t b;
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unsigned int i;
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} classiccolours[BUFFERVERTS];
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static vec2_t classictexcoords[BUFFERVERTS];
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static index_t classicindexes[BUFFERVERTS];
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mesh_t classicmesh;
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static shader_t *classicshader;
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//obtains an index for the name, even if it is unknown (one can be loaded after. will only fail if the effect limit is reached)
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//technically this function is not meant to fail often, but thats fine so long as the other functions are meant to safely reject invalid effect numbers.
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static int PClassic_FindParticleType(char *name)
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{
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if (!stricmp("tr_rocket", name))
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return ROCKET_TRAIL;
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if (!stricmp("tr_altrocket", name))
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return ALT_ROCKET_TRAIL;
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if (!stricmp("tr_slightblood", name))
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return BLOOD_TRAIL;
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if (!stricmp("tr_grenade", name))
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return GRENADE_TRAIL;
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if (!stricmp("tr_blood", name))
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return BIG_BLOOD_TRAIL;
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if (!stricmp("tr_wizspike", name))
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return TRACER1_TRAIL;
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if (!stricmp("tr_knightspike", name))
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return TRACER2_TRAIL;
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if (!stricmp("tr_vorespike", name))
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return VOOR_TRAIL;
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if (!stricmp("te_tarexplosion", name))
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return BLOBEXPLOSION_POINT;
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if (!stricmp("te_lavasplash", name))
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return LAVASPLASH_POINT;
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if (!stricmp("te_lavasplash", name))
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return LAVASPLASH_POINT;
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if (!stricmp("te_explosion", name))
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return EXPLOSION_POINT;
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if (!stricmp("te_teleport", name))
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return TELEPORTSPLASH_POINT;
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return P_INVALID;
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}
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//returns a valid effect if both its existance is known, and it is fully functional
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static int PClassic_ParticleTypeForName(char *name)
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{
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return P_FindParticleType(name);
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}
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//a convienience function.
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static int PClassic_RunParticleEffectTypeString (vec3_t org, vec3_t dir, float count, char *name)
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{
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int efnum = P_FindParticleType(name);
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return P_RunParticleEffectState(org, dir, count, efnum, NULL);
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}
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//DP extension: add particles within a box that look like rain or snow.
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static void PClassic_RunParticleWeather(vec3_t minb, vec3_t maxb, vec3_t dir, float count, int colour, char *efname)
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{
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}
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//DP extension: add particles within a box.
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static void PClassic_RunParticleCube(vec3_t minb, vec3_t maxb, vec3_t dir, float count, int colour, qboolean gravity, float jitter)
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{
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}
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//hexen2 support: add particles flying out from a point with a randomized speed
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static void PClassic_RunParticleEffect2 (vec3_t org, vec3_t dmin, vec3_t dmax, int color, int effect, int count)
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{
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}
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//hexen2 support: add particles within a box.
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static void PClassic_RunParticleEffect3 (vec3_t org, vec3_t box, int color, int effect, int count)
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{
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}
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//hexen2 support: add particles around the spot in a radius. no idea what the 'effect' field is.
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static void PClassic_RunParticleEffect4 (vec3_t org, float radius, int color, int effect, int count)
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{
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}
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//this function is used as a fallback in case a trail effect is unknown.
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static void PClassic_ParticleTrailIndex (vec3_t start, vec3_t end, int color, int crnd, trailstate_t **tsk)
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{
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}
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//this function is called to tell the particle system about surfaces that might emit particles at map startup.
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static void PClassic_EmitSkyEffectTris(model_t *mod, msurface_t *fa, int ptype)
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{
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}
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//the one-time initialisation function, called no mater which renderer is active.
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static qboolean PClassic_InitParticles (void)
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{
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int i;
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if ((i = COM_CheckParm ("-particles")) && i + 1 < com_argc)
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{
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r_numparticles = (int) (Q_atoi(com_argv[i + 1]));
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r_numparticles = bound(ABSOLUTE_MIN_PARTICLES, r_numparticles, ABSOLUTE_MAX_PARTICLES);
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}
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else
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{
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r_numparticles = DEFAULT_NUM_PARTICLES;
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}
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particles = (cparticle_t *) BZ_Malloc (r_numparticles * sizeof(cparticle_t));
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for (i = 0; i < BUFFERVERTS; i += 3)
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{
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classictexcoords[i+1][0] = 1;
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classictexcoords[i+2][1] = 1;
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classicindexes[i+0] = i+0;
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classicindexes[i+1] = i+1;
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classicindexes[i+2] = i+2;
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}
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classicmesh.xyz_array = classicverts;
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classicmesh.st_array = classictexcoords;
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classicmesh.colors4b_array = (byte_vec4_t*)classiccolours;
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classicmesh.indexes = classicindexes;
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classicshader = R_RegisterShader("particles_classic",
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"{\n"
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"nomipmaps\n"
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"{\n"
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"map $diffuse\n"
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"rgbgen vertex\n"
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"alphagen vertex\n"
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"blendfunc blend\n"
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"}\n"
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"}\n"
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);
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classicshader->defaulttextures.base = particlecqtexture;
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return true;
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}
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static void PClassic_ShutdownParticles(void)
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{
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BZ_Free(particles);
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particles = NULL;
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}
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//called when an entity is removed from the world, taking its trailstate with it.
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static void PClassic_DelinkTrailstate(trailstate_t **tsk)
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{
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//classic has no concept of trail states.
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}
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//wipes all the particles ready for the next map.
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static void PClassic_ClearParticles (void)
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{
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int i;
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free_particles = &particles[0];
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active_particles = NULL;
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for (i = 0;i < r_numparticles; i++)
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particles[i].next = &particles[i+1];
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particles[r_numparticles - 1].next = NULL;
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}
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//draws all the active particles.
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static void PClassic_DrawParticles(void)
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{
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cparticle_t *p, *kill;
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int i;
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float time2, time3, time1, dvel, frametime, grav;
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vec3_t up, right;
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float dist, scale, r_partscale=0;
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union c usecolours;
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unsigned int *palette;
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RSpeedMark();
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/*#ifdef D3DQUAKE
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if (qrenderer == QR_DIRECT3D)
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palette = d_8to24bgrtable;
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else
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#endif*/
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palette = d_8to24rgbtable;
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//make sure all ents are pushed through first
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RQ_RenderBatchClear();
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if (!active_particles)
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{
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return;
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}
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r_partscale = 0.004 * tan (r_refdef.fov_x * (M_PI / 180) * 0.5f);
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VectorScale (vup, 1.5, up);
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VectorScale (vright, 1.5, right);
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frametime = host_frametime;
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if (cl.paused || r_secondaryview || r_refdef.recurse)
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frametime = 0;
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time3 = frametime * 15;
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time2 = frametime * 10; // 15;
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time1 = frametime * 5;
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grav = frametime * 800 * 0.05;
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dvel = 4 * frametime;
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while(1)
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{
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kill = active_particles;
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if (kill && kill->die < cl.time)
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{
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active_particles = kill->next;
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kill->next = free_particles;
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free_particles = kill;
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continue;
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}
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break;
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}
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for (p = active_particles; p ; p = p->next)
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{
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while (1)
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{
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kill = p->next;
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if (kill && kill->die < cl.time)
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{
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p->next = kill->next;
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kill->next = free_particles;
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free_particles = kill;
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continue;
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}
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break;
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}
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if (classicmesh.numvertexes >= BUFFERVERTS-3)
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{
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classicmesh.numindexes = classicmesh.numvertexes;
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BE_DrawMesh_Single(classicshader, &classicmesh, NULL, &classicshader->defaulttextures);
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classicmesh.numvertexes = 0;
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}
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// hack a scale up to keep particles from disapearing
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dist = (p->org[0] - r_origin[0]) * vpn[0] + (p->org[1] - r_origin[1]) * vpn[1] + (p->org[2] - r_origin[2]) * vpn[2];
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scale = 1 + dist * r_partscale;
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usecolours.i = palette[(int)p->color];
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if (p->type == pt_fire)
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usecolours.b[3] = 255 * (6 - p->ramp) / 6;
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else
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usecolours.b[3] = 255;
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classiccolours[classicmesh.numvertexes].i = usecolours.i;
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VectorCopy(p->org, classicverts[classicmesh.numvertexes]);
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classicmesh.numvertexes++;
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classiccolours[classicmesh.numvertexes].i = usecolours.i;
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VectorMA(p->org, scale, up, classicverts[classicmesh.numvertexes]);
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classicmesh.numvertexes++;
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classiccolours[classicmesh.numvertexes].i = usecolours.i;
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VectorMA(p->org, scale, right, classicverts[classicmesh.numvertexes]);
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classicmesh.numvertexes++;
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p->org[0] += p->vel[0] * frametime;
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p->org[1] += p->vel[1] * frametime;
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p->org[2] += p->vel[2] * frametime;
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switch (p->type)
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{
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case pt_static:
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break;
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case pt_fire:
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p->ramp += time1;
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if (p->ramp >= 6)
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p->die = -1;
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else
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p->color = ramp3[(int) p->ramp];
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p->vel[2] += grav;
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break;
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case pt_explode:
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p->ramp += time2;
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if (p->ramp >=8)
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p->die = -1;
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else
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p->color = ramp1[(int) p->ramp];
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for (i = 0; i < 3; i++)
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p->vel[i] += p->vel[i] * dvel;
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p->vel[2] -= grav*10;
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break;
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case pt_explode2:
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p->ramp += time3;
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if (p->ramp >=8)
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p->die = -1;
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else
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p->color = ramp2[(int) p->ramp];
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for (i = 0; i < 3; i++)
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p->vel[i] -= p->vel[i] * frametime;
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p->vel[2] -= grav*10;
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break;
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case pt_blob:
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for (i = 0; i < 3; i++)
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p->vel[i] += p->vel[i] * dvel;
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p->vel[2] -= grav;
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break;
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case pt_blob2:
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for (i = 0; i < 2; i++)
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p->vel[i] -= p->vel[i] * dvel;
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p->vel[2] -= grav;
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break;
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case pt_slowgrav:
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case pt_grav:
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p->vel[2] -= grav;
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break;
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}
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}
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if (classicmesh.numvertexes)
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{
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classicmesh.numindexes = classicmesh.numvertexes;
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BE_DrawMesh_Single(classicshader, &classicmesh, NULL, &classicshader->defaulttextures);
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classicmesh.numvertexes = 0;
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}
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RSpeedEnd(RSPEED_PARTICLESDRAW);
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}
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static void Classic_ParticleExplosion (vec3_t org)
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{
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int i, j;
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cparticle_t *p;
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for (i = 0; i < 1024; i++)
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{
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if (!free_particles)
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return;
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p = free_particles;
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free_particles = p->next;
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p->next = active_particles;
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active_particles = p;
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p->die = cl.time + 5;
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p->color = ramp1[0];
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p->ramp = rand() & 3;
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if (i & 1)
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{
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p->type = pt_explode;
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for (j = 0; j < 3; j++)
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{
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p->org[j] = org[j] + ((rand() % 32) - 16);
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p->vel[j] = (rand() % 512) - 256;
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}
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}
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else
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{
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p->type = pt_explode2;
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for (j = 0; j < 3; j++)
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{
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p->org[j] = org[j] + ((rand() % 32) - 16);
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p->vel[j] = (rand()%512) - 256;
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}
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}
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}
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}
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static void Classic_BlobExplosion (vec3_t org)
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{
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int i, j;
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cparticle_t *p;
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for (i = 0; i < 1024; i++)
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{
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if (!free_particles)
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return;
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p = free_particles;
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free_particles = p->next;
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p->next = active_particles;
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active_particles = p;
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p->die = cl.time + 1 + (rand() & 8) * 0.05;
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if (i & 1)
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{
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p->type = pt_blob;
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p->color = 66 + rand() % 6;
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for (j = 0; j < 3; j++)
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{
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p->org[j] = org[j] + ((rand() % 32) - 16);
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p->vel[j] = (rand() % 512) - 256;
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}
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}
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else
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{
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p->type = pt_blob2;
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p->color = 150 + rand() % 6;
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for (j = 0; j < 3; j++)
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{
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p->org[j] = org[j] + ((rand() % 32) - 16);
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p->vel[j] = (rand() % 512) - 256;
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}
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}
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}
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}
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static void Classic_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
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{
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int i, j, scale;
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cparticle_t *p;
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if (!dir)
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dir = vec3_origin;
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scale = (count > 130) ? 3 : (count > 20) ? 2 : 1;
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for (i = 0; i < count; i++)
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{
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if (!free_particles)
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return;
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p = free_particles;
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free_particles = p->next;
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p->next = active_particles;
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active_particles = p;
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p->die = cl.time + 0.1 * (rand() % 5);
|
|
p->color = (color & ~7) + (rand() & 7);
|
|
p->type = pt_grav;
|
|
for (j = 0; j < 3; j++)
|
|
{
|
|
p->org[j] = org[j] + scale * ((rand() & 15) - 8);
|
|
p->vel[j] = dir[j] * 15;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void Classic_LavaSplash (vec3_t org)
|
|
{
|
|
int i, j, k;
|
|
cparticle_t *p;
|
|
float vel;
|
|
vec3_t dir;
|
|
|
|
for (i = -16; i < 16; i++)
|
|
{
|
|
for (j = -16; j < 16; j++)
|
|
{
|
|
for (k = 0; k < 1; k++)
|
|
{
|
|
if (!free_particles)
|
|
return;
|
|
p = free_particles;
|
|
free_particles = p->next;
|
|
p->next = active_particles;
|
|
active_particles = p;
|
|
|
|
p->die = cl.time + 2 + (rand() & 31) * 0.02;
|
|
p->color = 224 + (rand() & 7);
|
|
p->type = pt_grav;
|
|
|
|
dir[0] = j * 8 + (rand() & 7);
|
|
dir[1] = i * 8 + (rand() & 7);
|
|
dir[2] = 256;
|
|
|
|
p->org[0] = org[0] + dir[0];
|
|
p->org[1] = org[1] + dir[1];
|
|
p->org[2] = org[2] + (rand() & 63);
|
|
|
|
VectorNormalizeFast (dir);
|
|
vel = 50 + (rand() & 63);
|
|
VectorScale (dir, vel, p->vel);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void Classic_TeleportSplash (vec3_t org)
|
|
{
|
|
int i, j, k;
|
|
cparticle_t *p;
|
|
float vel;
|
|
vec3_t dir;
|
|
|
|
for (i = -16; i < 16; i += 4)
|
|
{
|
|
for (j = -16; j < 16; j += 4)
|
|
{
|
|
for (k = -24; k < 32; k += 4)
|
|
{
|
|
if (!free_particles)
|
|
return;
|
|
p = free_particles;
|
|
free_particles = p->next;
|
|
p->next = active_particles;
|
|
active_particles = p;
|
|
|
|
p->die = cl.time + 0.2 + (rand() & 7) * 0.02;
|
|
p->color = 7 + (rand() & 7);
|
|
p->type = pt_grav;
|
|
|
|
dir[0] = j * 8;
|
|
dir[1] = i * 8;
|
|
dir[2] = k * 8;
|
|
|
|
p->org[0] = org[0] + i + (rand() & 3);
|
|
p->org[1] = org[1] + j + (rand() & 3);
|
|
p->org[2] = org[2] + k + (rand() & 3);
|
|
|
|
VectorNormalizeFast (dir);
|
|
vel = 50 + (rand() & 63);
|
|
VectorScale (dir, vel, p->vel);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void Classic_ParticleTrail (vec3_t start, vec3_t end, vec3_t *trail_origin, effect_type_t type)
|
|
{
|
|
vec3_t point, delta, dir;
|
|
float len;
|
|
int i, j, num_particles;
|
|
cparticle_t *p;
|
|
static int tracercount;
|
|
|
|
VectorCopy (start, point);
|
|
VectorSubtract (end, start, delta);
|
|
if (!(len = VectorLength (delta)))
|
|
goto done;
|
|
VectorScale(delta, 1 / len, dir); //unit vector in direction of trail
|
|
|
|
switch (type)
|
|
{
|
|
case ALT_ROCKET_TRAIL:
|
|
len /= 1.5; break;
|
|
case BLOOD_TRAIL:
|
|
len /= 6; break;
|
|
default:
|
|
len /= 3; break;
|
|
}
|
|
|
|
if (!(num_particles = (int) len))
|
|
goto done;
|
|
|
|
VectorScale (delta, 1.0 / num_particles, delta);
|
|
|
|
for (i = 0; i < num_particles && free_particles; i++)
|
|
{
|
|
p = free_particles;
|
|
free_particles = p->next;
|
|
p->next = active_particles;
|
|
active_particles = p;
|
|
|
|
VectorClear (p->vel);
|
|
p->die = cl.time + 2;
|
|
|
|
switch(type)
|
|
{
|
|
case GRENADE_TRAIL:
|
|
p->ramp = (rand() & 3) + 2;
|
|
p->color = ramp3[(int) p->ramp];
|
|
p->type = pt_fire;
|
|
for (j = 0; j < 3; j++)
|
|
p->org[j] = point[j] + ((rand() % 6) - 3);
|
|
break;
|
|
case BLOOD_TRAIL:
|
|
p->type = pt_slowgrav;
|
|
p->color = 67 + (rand() & 3);
|
|
for (j = 0; j < 3; j++)
|
|
p->org[j] = point[j] + ((rand() % 6) - 3);
|
|
break;
|
|
case BIG_BLOOD_TRAIL:
|
|
p->type = pt_slowgrav;
|
|
p->color = 67 + (rand() & 3);
|
|
for (j = 0; j < 3; j++)
|
|
p->org[j] = point[j] + ((rand() % 6) - 3);
|
|
break;
|
|
case TRACER1_TRAIL:
|
|
case TRACER2_TRAIL:
|
|
p->die = cl.time + 0.5;
|
|
p->type = pt_static;
|
|
if (type == TRACER1_TRAIL)
|
|
p->color = 52 + ((tracercount & 4) << 1);
|
|
else
|
|
p->color = 230 + ((tracercount & 4) << 1);
|
|
|
|
tracercount++;
|
|
|
|
VectorCopy (point, p->org);
|
|
if (tracercount & 1)
|
|
{
|
|
p->vel[0] = 90 * dir[1];
|
|
p->vel[1] = 90 * -dir[0];
|
|
}
|
|
else
|
|
{
|
|
p->vel[0] = 90 * -dir[1];
|
|
p->vel[1] = 90 * dir[0];
|
|
}
|
|
break;
|
|
case VOOR_TRAIL:
|
|
p->color = 9 * 16 + 8 + (rand() & 3);
|
|
p->type = pt_static;
|
|
p->die = cl.time + 0.3;
|
|
for (j = 0; j < 3; j++)
|
|
p->org[j] = point[j] + ((rand() & 15) - 8);
|
|
break;
|
|
case ALT_ROCKET_TRAIL:
|
|
p->ramp = (rand() & 3);
|
|
p->color = ramp3[(int) p->ramp];
|
|
p->type = pt_fire;
|
|
for (j = 0; j < 3; j++)
|
|
p->org[j] = point[j] + ((rand() % 6) - 3);
|
|
break;
|
|
case ROCKET_TRAIL:
|
|
default:
|
|
p->ramp = (rand() & 3);
|
|
p->color = ramp3[(int) p->ramp];
|
|
p->type = pt_fire;
|
|
for (j = 0; j < 3; j++)
|
|
p->org[j] = point[j] + ((rand() % 6) - 3);
|
|
break;
|
|
}
|
|
VectorAdd (point, delta, point);
|
|
}
|
|
done:
|
|
if (trail_origin)
|
|
VectorCopy(point, *trail_origin);
|
|
}
|
|
|
|
|
|
|
|
//builds a trail from here to there. The trail state can be used to remember how far you got last frame.
|
|
static int PClassic_ParticleTrail (vec3_t startpos, vec3_t end, int type, trailstate_t **tsk)
|
|
{
|
|
if (type == P_INVALID)
|
|
return 1;
|
|
|
|
Classic_ParticleTrail(startpos, end, NULL, type);
|
|
return 0;
|
|
}
|
|
|
|
//svc_tempentity support: this is the function that handles 'special' point effects.
|
|
//use the trail state so fast/slow frames keep the correct particle counts on certain every-frame effects
|
|
static int PClassic_RunParticleEffectState (vec3_t org, vec3_t dir, float count, int typenum, trailstate_t **tsk)
|
|
{
|
|
switch(typenum)
|
|
{
|
|
case BLOBEXPLOSION_POINT:
|
|
Classic_BlobExplosion(org);
|
|
break;
|
|
case LAVASPLASH_POINT:
|
|
Classic_LavaSplash(org);
|
|
break;
|
|
case EXPLOSION_POINT:
|
|
Classic_ParticleExplosion(org);
|
|
break;
|
|
case TELEPORTSPLASH_POINT:
|
|
Classic_TeleportSplash(org);
|
|
break;
|
|
default:
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//svc_particle support: add X particles with the given colour, velocity, and aproximate origin.
|
|
static void PClassic_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
|
|
{
|
|
Classic_RunParticleEffect(org, dir, color, count);
|
|
}
|
|
|
|
|
|
particleengine_t pe_classic =
|
|
{
|
|
"Classic",
|
|
NULL,
|
|
|
|
PClassic_ParticleTypeForName,
|
|
PClassic_FindParticleType,
|
|
|
|
PClassic_RunParticleEffectTypeString,
|
|
PClassic_ParticleTrail,
|
|
PClassic_RunParticleEffectState,
|
|
PClassic_RunParticleWeather,
|
|
PClassic_RunParticleCube,
|
|
PClassic_RunParticleEffect,
|
|
PClassic_RunParticleEffect2,
|
|
PClassic_RunParticleEffect3,
|
|
PClassic_RunParticleEffect4,
|
|
|
|
PClassic_ParticleTrailIndex,
|
|
PClassic_EmitSkyEffectTris,
|
|
PClassic_InitParticles,
|
|
PClassic_ShutdownParticles,
|
|
PClassic_DelinkTrailstate,
|
|
PClassic_ClearParticles,
|
|
PClassic_DrawParticles
|
|
};
|
|
|
|
#endif
|